Пример #1
0
        public static void SerializeLevelPack(LevelPack levelPack, string filePath)
        {
            #if !UNITY_WEBGL
            var levelPackSer = LevelPackSer.Create(levelPack);

            var serializer = new SerializerBuilder()
                             .WithNamingConvention(new CamelCaseNamingConvention())
                             .Build();

            if (_writerThread?.IsAlive ?? false)
            {
                return;
            }

            _writerThread = new Thread(() => {
                File.Delete(TempFilePath);

                using (var tempFileWriter = new StreamWriter(TempFilePath)) {
                    // ATOMIC OPERATION
                    // Write the level to a temporary file
                    serializer.Serialize(tempFileWriter, levelPackSer);
                    tempFileWriter.Flush();

                    // Replace the original file with the temporary file
                    File.Copy(TempFilePath, filePath, true);
                }
            });

            _writerThread.Start();
            #endif
        }
Пример #2
0
 public static LevelPackSer Create(LevelPack levelPack)
 {
     return(new LevelPackSer {
         Info = levelPack.PackInfo,
         Levels = levelPack.Levels.Select(LevelSer.Create).ToList(),
         CurrentLevel = levelPack.CurrentLevelNum
     });
 }
Пример #3
0
 public static LevelPackSer Create(LevelPack levelPack)
 {
     return(new LevelPackSer {
         Info = levelPack.PackInfo,
         Levels = levelPack.Levels.Select(LevelSer.Create).ToList(),
         CurrentLevel = levelPack.CurrentLevelNum,
         CurrentLanguage = levelPack.CurrentLanguage,
         Localization = levelPack.Localization
     });
 }